#version 330 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aCol;

out vec3 oCol;
out vec3 oPos;

uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProj;

void main() {
    gl_Position = uProj * uView * uModel * vec4(aPos, 1.);
    oCol = aCol;
    oPos = aPos;
}